Enchanter Technique
You’re thinking about making their brain explode, but it hasn’t worked yet.
Damage Modifiers: INT, CHA
Enchanter Technique
Lowers your threat against an enemy.
Applies intense pressure to an enemy’s brain, dealing Magic damage every 4 seconds for up to 48 seconds.
While Cranial Pressure is active, target intellect is reduced.
Damage Modifiers: INT, CHA
Enchanter Technique
Inflict a delayed wound. After 10 seconds have passed, deals medium weapon damage. Deals heavy damage if the target is Disorientated or Mesmerized when the damage occurs.
Damage Modifiers: CHA, INT
Utility Technique
Puts your target in the [Exposed] state for 30 seconds. (Duration impacted by diminishing returns.)
The [Exposed] state can be manipulated by other techniques to cause additional effects.
Mesmerize target for up to 12 sec, preventing it from taking any actions. Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect.
Chance to be resisted decreases with Charisma.
Infiltrate the target’s mind with chaotic energy, dealing Magic damage.
Damage Modifiers: INT, CHA
Enchanter Technique
Exploits the [Opening Gap] state creating [Rattled], reducing their outgoing damage by 8%.
Release a surge of chaotic mental energy all around you, stunning up to 4 enemies in an 8 meter radius for up to 2 sec.
This spell cannot be resisted.
Ability School: Magic
Conjure arcane bindings to root your target in place for up to 25 sec. Damage dealt has a chance to break the root effect.
Grants an innate shield that passively builds up to 3 stacks. When the Enchanter takes damage, Runeskin will absorb 50% of the damage and lose 1 stack.
Once the stack count reaches 0, no damage absorption will occur. Runeskin’s stacks will replenish at a rate of 1 stack every 10 seconds, as long as no damage is received during that time.
Confound the mind of an enemy, silencing them for up to 6 sec.
Mesmerize target for up to 24 sec, preventing it from taking any actions. Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect.
Chance to be resisted decreases with Charisma.
Release a jolt of mental energy that deals Magic damage to the target and returns 20% of the damage dealt as Mana to your Defensive target, up to a maximum of 12.
If no Defensive target is selected, Mana will be returned to the caster.
Electrocute the target’s brain, stunning them for up to 3 sec.
This ability generates a high amount of Threat.
Increase the target’s Intellect by 2 while active.
Weaken an enemy’s mental defenses, reducing all their Resistances by 25.
This spell is rarely resisted.
Increase your group’s Charisma by 2 while active.
Interrupt your target.
If your target was casting a Silenceable spell, absorb that spell, allowing you to cast it for yourself within the next 5 seconds.
Duration of spell storage increases with Stamina.
Innate Passive.
Maximum Mana increased by 10.
Enchant the mind of your target with the whispers of Tysire, increasing their Mana Regeneration rate by 1 for 45 min.
Applies intense pressure to an enemy’s brain, dealing Magic damage every 4 seconds for up to 48 seconds.
While Cranial Pressure is active, target intellect is reduced.
Damage Modifiers: INT, CHA
Mesmerize target for up to 33 sec, preventing it from taking any actions. Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect.
Chance to be resisted decreases with Charisma.
Graft an illusion of mental fatigue into an enemy’s mind, reducing their Action Speed by 25%.
Only one Illusion Graft can be active on a target at a time. Caster can only maintain one Illusion Graft of each type.
Convert 30 of your own Mana into 15 Mana for a target ally.
Graft an illusion of heightened mental ability into an ally’s mind, increasing their spell casting speed by 15% for 15% [sic].
Only one Illusion Graft can be active on a target at a time. Caster can only maintain one Illusion Graft of each type.
Drain 3% of an enemy’s Mana pool every 1 sec for 10 sec.
Only usable on targets with a Mana pool.
Focus your arcane prowess to dispel a harmful, magical effect from your target.
Innate Passive.
Increases Spell Power by 10.
Imbue an ally’s weapon with a chaotic enchantment, causing their auto-attacks to deal additional damage of a random type determined at the time of casting.
Chaotic Imbuement may only be applied to one ally at a time.
Release a jolt of mental energy that deals Magic damage to the target and returns 20% of the damage dealt as Mana to your Defensive target, up to a maximum of 18.
If no Defensive target is selected, Mana will be returned to the caster.
Electrocute the target’s brain, stunning them for up to 5 sec.
This ability generates a high amount of Threat.
Assault your target’s synapses, causing their actions to be periodically interrupted for up to 1 min.
Attempt to wipe a target’s memories, causing it to forget its aggression.
The chance of success increases with higher charisma.
Not effective on targets over 5 levels above you.
Mesmerize target for up to 30 sec, preventing it from taking any actions. Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect.
Chance to be resisted decreases with Charisma.
Applies intense pressure to an enemy’s brain, dealing Magic damage every 4 seconds for up to 48 seconds.
While Cranial Pressure is active, target intellect is reduced.
Damage Modifiers: INT, CHA
Enchant the mind of your target with the whispers of Tysire, increasing their Mana Regeneration rate by 3 for 45 min.